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Edmund Wan

dblp:319/3893 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality locomotion
walking-in-place
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality
cybersickness
0.212022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022

Methods — techniques the papers use, named apart from their topics

think-aloud protocol · 0.6self-report · 0.6observation · 0.6interviews · 0.6
YearPublicationVenuePosition
2022 Understanding User Experiences Across VR Walking-in-place Locomotion Methods
abstract
Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.
Chek Tien Tan, Leon Cewei Foo, Adriel Yeo, Jeannie Su Ann Lee, Edmund Wan, Xiao-Feng Kenan Kok, Megani Rajendran
CHI5